7/30/2019 War %26 Conquest QRS A
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Skirmishers & Chariots always double pace without Command T
1 Start of Game 4 Combat
2 Movement 5 Resolution Ignore fleeing or in combat enemies. Skirmishers < 5" take Command T
3 Shoot 6 End Phase
Unit must have fewer files than ranks at the start of the round.
May only quick march across clear terrain or along roads or path
Units may not quick march if any non-fleeing enemy are within
Player maintains Strategic Advantage regardless of move choiceMay maneuver, double pace & quick march while wheeling.
Units move straight back 1/2 base move & maintain front facing
Units may turn up to 180 degrees
Command Test is required for:
Single unit charging multiple units (within 2" of each other)
Multiple units charging a single unit Unit may +/- a rank, or part thereof, for 3" of base move per ran
Pass command test. No other actions. Drilled re-roll failed tests.
Move Infantry
or Cavalry
Wheel Skirmish & Chariot
Backward
Regular
Light (1@dbl.)
Drilled (1@dbl.)
Undisciplined
Regular
Drilled & Light
Regular
Drilled & Light
* -1 per enemy unit in proximity † Command test if in enemy proximi
Clear Terrain - No movement, shooting, or combat restrictions
Dense Terrain - Forests, rivers & marshes
4" 7" 18"
5" 8" 10"
6" 9" 18"
Impenetrable Terrain - Severe hills, cliffs, swamps, & deep wa
Skirmish Cavalry
All cavalry & infantry battle formations only move d6", even to
charge. Skirmish infantry roll 2d6 & select higher score. All ba
formations are disordered while in this terrain.
All formations move normally. No double pace or charge move
Use pursuit & flee dice to determine move rates. Cavalry in wo
may only use advance move, even to charge. Walls, fences, & hhigher than 1.5" are impassible. Regular formations & light cav
formations are disordered in this terrain.
Turned earth, broken ground, crops, copses of trees
groves, undergrowth, fords & crossings
Light Inf.
FormationFormation
Regular Inf.
Pursuit & Flee Movement (3d6)
Skirmish Inf.
Values Selecte
Highest & lowes
Highests & loweAll Cavalry
Values Selected
Two lowest die
Two highest die
War & Conquest Reference Sheet
Change formation
Double Pace (2x Movement)
No NA 3" NA NA
Double P
No double pace in an enemy formation's frontal attack zone & 5
Turns
Add or subtract ranks
Base move Cav. 4 fig. wide min. Cmd.Test
EnePro
Charge move Battle Formations
The player whose round it is moves & charges.
Declare Charges & Charge Reactions
Make all charge & regular moves in any order
Make charge reactions when charging units actually move
Units wheel as much as desired provided they enough movemen
If charged in flank, rear, or multiple facings unit must take
Command Test. If failed, unit is disordered.
Stand &
Shoot
Flee
EnemyProx.
CostUnits being charged may:
Charges & Reactions
Enemy in front facing only Cmd.Test
Turn Sequence Summary (Player Round A & B)
Start of GameRoll for Strategic Advantage (High die wins)
Movement
Player with Strategic Advantage may move 1st or 2nd round
Roll 1d6 & add Strategy Intervention Points (add 1d6 per point)
Light Cavalry
Charger may choose to halt by rolling a command test. If the test is passed treat the charge as a failed charge. If the
test is failed the charge must continue.
Light Infantry
Stand
Fast
Unit will flee directly away from the enemy charging them
in the same manner as fleeing troops (p.91).
If all charging enemy are ≥ 5" away the defender may
shoot. May only target one charging unit. May only mass
fire if charger was in frontal attack zone.
If charging enemy are ≥ 5" away, defender may counter
charge in frontal attack zone. Cavalry only counter other
cavalry. Do not move counter chargers.
Counter
Charge
If all charging enemy are ≥ 5" away the defender may
shoot & flee. Unit's flee distance is 1d6 for infantry & 2d6
for cavalry & chariots. Cannot use massed fire.
Shoot &
Flee
Skirmish Infantry
Fall Back (p. 32)
Uneven
Terrain
ManeuversWheel (p. 32) Turning (p. 34)
Revealed
Units
Only units within the "frontal attack zone" may be charged
all other revealed charges fail.
Regular Cavalry
Option 1:
Charge normally. If charger was in revealed unit's front
facing & seen at the start of the turn respond with any
charge reaction (except counter-charge).
Terrain
Difficult
Terrain
Woods, shallow water, ditches, ruins & rubble, walls
fences, hedges, & steep hills
All formations move normally. No double pace or charge move
Add d6" to basic move. Chariots may only advance.
Drift/Oblique (p. 34) Change Formation (p. 36.)
Option 2:
Characters do not double pace or quick march.
Character on horse
Character on foot
Regular Infantry
Movement Rates
Add or Subtract Ranks (p. 35)
Character in chariot
Failed
Charges
Charger moves 1d6 for infantry or 2d6 for cavalry toward
enemy, taking into account terrain.
Defender may flee, or shoot & flee. Unit will
automatically rally at end of move. Move as noted for
fleeing (p. 91). If attacker still contacts, fight as normal.
FeignFlight
Quick March (3x Movement)
Wheeling
Backward Movement
Enemy in "frontal attack zone" Double pace Inf. 6 fig. wide min. Normal
Units turn as often as desired provided they enough movement.
Maneuver
When charging:
≤ 10
No NA 1:1 Yes † ≤ 5
No NA 1:1 Yes †
NA
Yes NA 2:1 NA NA
No NA 1:1 No
Turning
No NA 2"
No NA 1"
NA
Yes
NA
No NA 2" Yes ≤ 10
≤ 10
+/- RanksNo NA 3" NA NA
No NA 3" Yes ≤ 10
NA NA
Yes ≤ 10" * All NA NA
Change
Form.
Yes ≤ 10" * All